Workflows
Workflows are visual templates that define the shape of work in your project - what collections, what assets, and how they depend on one another. They let you scaffold structured pieces of a production with a single click instead of building them by hand every time.
If your studio produces many shots that all follow the same internal structure (animation → fx → lighting → comp), a workflow encodes that structure once. New shots created from the workflow come pre-populated with the right slots and the right dependency links.
Why workflows?
Without workflows, scaffolding a new shot or asset means:
- Manually creating each collection
- Creating each child asset
- Setting types on each
- Wiring up dependencies one by one
For a studio doing dozens of shots, this is hours of clicking and a major source of inconsistency.
A workflow turns it into one operation.
Anatomy of a workflow
A workflow is built in the visual workflow editor and consists of:
- Collections - folder-like nodes (e.g. Shot, Sequence, Asset)
- Asset slots - typed asset placeholders inside collections (e.g. Animation, Lighting, FX, Comp)
- Links - directed dependency relationships between slots (e.g. Lighting depends on Animation)
When the workflow is instantiated for a real piece of work - say, a new shot - Clustta:
- Creates the collection structure
- Creates the asset slots (as Tasks, with the right types)
- Wires the dependency links
The resulting shot is ready to be assigned to artists.
Creating a workflow
Workflows live in Project Settings → Workflows:
- Click Add Workflow, give it a name (e.g. "Shot Standard").
- The visual editor opens.
- Drag in collections and assets, set their types.
- Connect them with dependency links by dragging from one node's port to another.
- Save.
Using a workflow
From inside the project browser:
- Click New from Workflow (or right-click in a collection → Scaffold from Workflow).
- Pick the workflow.
- Provide a name (e.g. "Shot 020").
- Clustta builds the structure.
The result is a real, fully-functional sub-tree of collections and tasks ready to assign and start working on.
A typical workflow shape
A common animation studio shot workflow:
Shot/
├── Animation (depends on: nothing - receives character + props from outside)
├── FX (depends on: Animation)
├── Lighting (depends on: Animation, FX)
└── Comp (depends on: Lighting)Once instantiated, an artist assigned to Lighting automatically receives Animation and FX (via dependency resolution - see Dependencies) without you needing to manually grant access.
Editing existing workflows
Edit the workflow definition any time. Existing instantiated structures are not modified retroactively - workflows are scaffolds, not live links. New shots created after the edit will use the updated definition.
Workflows + Asset Templates
Workflows define the shape. Asset Templates define the starting file content. Combine them: a workflow's Animation asset slot can pull from a blender-anim-template.blend asset template, so the new asset opens with the studio's standard scene setup, render settings, and naming conventions.
When to use a workflow
✅ You have a repeatable production unit (shot, sequence, asset of a kind) that always has the same internal structure.
✅ You want consistency across artists - everyone's shots look identical structurally.
✅ You want to onboard new artists faster - they just open the asset and start working.
❌ Each piece of work is bespoke and structurally different. Just create things by hand.
❌ Your structure is still evolving. Build a few by hand first, then encode it as a workflow once it stabilizes.
